**** Disclaimer ****

This level was not made and is not supported by Core Design Ltd. and Eidos Interactive or Square Enix. 
This Level must not be modified, sold, rented, leased or commercially exploited in any way.


The update....

Now I can't alter the map but I can alter everything else in the level, this update is mainly about the cameras & giving players a bit more help & guidance. The level isn't linear because it's designed like a home level. A Pharaoh's tomb is a home built for the after life, & like any home it has bedrooms, hallways, games rooms & even a swimming pool; a touch of realism like it or not. There are also some graphical changes & a few enemy changes detailed below.

There are three fixed cameras in the old version aimed at a target all of them with a 5 second timer. They seem to work fine on my windows 8.1 computer, but on dogget TV walk through the second hold for about 3 seconds & the last hold for 1 second. The only way you can break a fixed camera is by jumping off the square, so I don't know quite what's going on here. It may be a compatibility issue but I have noticed similar problems with some of the new cameras I have experimented with. Tried to fix the problem by using mostly fly cameras, you are only allowed eight fly cameras in a level & I have used a total of ten cameras; two of them are still fixed. These are the first two; a raising door & the pickup of the detonator handle, again they seem to work fine on my computer. All the rest are fly cameras & should hopefully work ok.


Spoilers & Hints....

1...There are now ladders on the sand pit where the vase block puzzle is, so you now have TWO ways of skipping this including the keys D, O, Z, & Y. Why players got stuck on this is beyond me, it's only there as a challenge & was never intended to be a game stopper. 
2...There are 6 secret pickups of gold coins; works normally this time. One is behind a door at the end of a chain of 12 crystals that appear in various locations around the level. You DO NOT need to do this to finish the level; this is only if you want that last secret.
3...Lara will now look at objects of interest, this camera is an auto one shot, & will reactivate after a save game is loaded. It's best to break this camera before pushing blocks or inserting puzzle items as the camera can wobble about a bit, just jump back off the squares.
4...Don't overlook the puzzle in the start area to light the torches & get that medi kit.
5...Please take the time to look around & note the better lighting created using Meta2tr...if only the editor could make the static objects use the room lighting like the animating ones.
6...The chess board obelisk puzzle...the clue is in the direction of the floor tiles. 
7...The pushable block puzzles are complicated but can be done, I have tested it myself. One requires you to enter from two directions; there is a combination piece & the puzzle hole. The best tactic for the vase puzzle is to keep it against the right side wall & get it on to the centre block, then move the top level blocks one at a time down the left side wall.
8...The bridge area with two blue cat statues & the mummy requires an unusual method to activate the floor tiles & light up the crystals, your carrying all you need.
9...Talking of improving the editor...it would be nice if the objects had two collision boxes, one is a visibility box that doesn't even seem to do anything, could this be modified.
10...Save your flares for when you need them...one of the cats that light up in the large dark room does nothing except release a fire wraith. The cats open a hole in the floor.
11..Don't bother jumping into the water in the chess board area with the two obelisks, there is nothing down there & no way to get back out except flying out with the cheat mode. 
12..Once in a blue moon I have noticed the collision disappear from some pushables resulting in game crashes, a reload always seems to fix this, not sure what causes it.

Happy Raiding...


Speech spoken by Lara....for foreign people who can read English, but have difficulty understanding spoken English.

wave 005    Ahh Haa.
            At key item pickups.
wave 032    Bingo, I'll be back with a fork lift for this lot.
            Said at the end of the chain of crystals secret pickup.
wave 033    This could take a bit of doing, maybe I should just skip it.
            At the start of the triple high block puzzle with the pushable vase.
wave 034    It looks like the previous dig had a bit of a cave in.
            When you climb the wall after the start slides.
wave 035    Hello, check out the echo.
            In the dark room past the clockwork beetle floor trap.
wave 036    Looks like I need a clockwork beetle for this spike trap.
            Said at the start of both clockwork beetle puzzles.
wave 037    That did the trick.
            After using the explosives to blow a hole in the wall.
wave 038    When the diggers smashed down this wall down they must have disturbed the dead.
            In front of the broken wall in the square area with the large corner pillars.
wave 039    I'll need a detonator handle for those explosives.
            In the crawl passage to the area with the explosives on the wall. 
wave 040    Something does not feel right here.
            Before the passage with trap doors into the crocodile water pit.
wave 041    This crystal was not here before, I may have to back track to find them all.
            At the start after activating the first & second crystals.
wave 042    Bugs, I hate bugs.
            On entering the square sandy area with the palm trees.
wave 043    I smell a boulder trap.
            On the steep slope out of the sandy area too the large pharaoh statue.
wave 044    Torches are lit, looks like I'm expected.
            At the level beginning.
wave 045    Impressive statues, Verner would have loved this.
            When you cross over the rope bridge to the chess board obelisk puzzle.
wave 046    Finally, my arms are knackered after all that.
            After completing the push block puzzle.
wave 047    More skeletons.
            During the nine square vase push puzzle.
wave 048    Ohh shit.
            On shooting open a vase containing locusts.
wave 049    That should open the exit.
            After inserting the exit key in the left corner of the Pharaoh statue room.
wave 050    I hope this rope bridge is strong enough, the water looks very shallow.
            After the sand pit & the triple high block puzzle.
wave 051    Of course, every dead Pharaoh needs a swimming pool.
            On approaching the large pool area with the raising block.
wave 052    That was the first warning trap.
            At the start on activating the spikes.
wave 053    Ahh a welcoming committee.
            Entering the large square area with the large corner pillars.


Small changes that will effect the walkthrough....

1...The above mentioned addition of ladders in the raising sand pit after the vase puzzle.
2...A second scorpion under the same box in the start room triggered by the spike trap.
3...Secret sounds now only play on the pickup of gold coins, six in total.
4...Before you cross the bridge to the chess board area with the two obelisks shooting the first vase on the left triggers a scorpion on the broken vase behind Lara.
5...On entering the square area with the large corner pillars where Lara says Ahh a welcoming committee, a second skeleton is mirrored in the dark right corner. Also a spike trap is round the corner similar to the one in the first room & triggers in front of Lara.
6...The swimming pool area, 3 scorpions here, moved the trigger on the dark corner one to the end of the room because it conflicts with a head target on the raising block in the pool.
7...Four fire stands surround the raising blocks in both the nine square vase puzzle & in the large dark room, a torch lights up on one of them when the block lowers.
8...The fourth cat in the sequence that light up was missing in the large dark room at the back on the ground level, so there are now five cats & one that releases a fire wraith.
9...A new hazard is in the level in the form of a black skate fish, one is in the main pool with the statue which now also has two underwater switches to open an exit door. Once past this a small addition of a timed flame emitter is high up on a pull up square.  
10..A second fish is in the pool in the centre of the square area with the large pillars, it triggers when you are trying to get rid of the fire wraith after picking up the Anubis plinth.
11..The last fish triggers in the pool when you pick up the temple key. The trigger for the crocodile is also slightly moved preventing you from going around it.
12..If the camera had worked you would know the corner raising block where the temple key hole is located is triggered by the switch where the four sarcophagi are in the trap door hole.


